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openmw-tes3mp/README.md

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OpenMW: A reimplementation of The Elder Scrolls III: Morrowind
==============================================================
[![Build Status](https://travis-ci.org/OpenMW/openmw.svg?branch=coverity_scan)](https://travis-ci.org/OpenMW/openmw)
[![Coverity Scan Build Status](https://scan.coverity.com/projects/3740/badge.svg)](https://scan.coverity.com/projects/3740)
OpenMW is an attempt at recreating the engine for the popular role-playing game
Morrowind by Bethesda Softworks. You need to own and install the original game for OpenMW to work.
* Version: 0.34.0
* License: GPL (see GPL3.txt for more information)
* Website: http://www.openmw.org
Font Licenses:
* DejaVuLGCSansMono.ttf: custom (see DejaVu Font License.txt for more information)
Installation
============
Windows
-------
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Run the installer.
Linux
-----
* Ubuntu (and most others): Download the .deb file and install it in the usual way.
* Arch Linux: There's an OpenMW package available in the [community] Repository: https://www.archlinux.org/packages/?sort=&q=openmw
OS X
----
Open DMG file, copy OpenMW folder anywhere, for example in /Applications
Build from source
=================
https://wiki.openmw.org/index.php?title=Development_Environment_Setup
The data path
=============
The data path tells OpenMW where to find your Morrowind files. If you run the launcher, OpenMW should be able to pick up the location of these files on its own, if both Morrowind and OpenMW are installed properly (installing Morrowind under WINE is considered a proper install).
Command line options
====================
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<pre>
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Syntax: openmw <options>
Allowed options:
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--help print help message
--version print version information and quit
--data arg (=data) set data directories (later directories
have higher priority)
--data-local arg set local data directory (highest
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priority)
--fallback-archive arg (=fallback-archive)
set fallback BSA archives (later
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archives have higher priority)
--resources arg (=resources) set resources directory
--start arg (=Beshara) set initial cell
--content arg content file(s): esm/esp, or
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omwgame/omwaddon
--anim-verbose [=arg(=1)] (=0) output animation indices files
--no-sound [=arg(=1)] (=0) disable all sounds
--script-verbose [=arg(=1)] (=0) verbose script output
--script-all [=arg(=1)] (=0) compile all scripts (excluding dialogue
scripts) at startup
--script-console [=arg(=1)] (=0) enable console-only script
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functionality
--script-run arg select a file containing a list of
console commands that is executed on
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startup
--script-warn [=arg(=1)] (=1) handling of warnings when compiling
scripts
0 - ignore warning
1 - show warning but consider script as
correctly compiled anyway
2 - treat warnings as errors
--skip-menu [=arg(=1)] (=0) skip main menu on game startup
--new-game [=arg(=1)] (=0) run new game sequence (ignored if
skip-menu=0)
--fs-strict [=arg(=1)] (=0) strict file system handling (no case
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folding)
--encoding arg (=win1252) Character encoding used in OpenMW game
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messages:
win1250 - Central and Eastern European
such as Polish, Czech, Slovak,
Hungarian, Slovene, Bosnian, Croatian,
Serbian (Latin script), Romanian and
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Albanian languages
win1251 - Cyrillic alphabet such as
Russian, Bulgarian, Serbian Cyrillic
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and other languages
win1252 - Western European (Latin)
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alphabet, used by default
--fallback arg fallback values
--no-grab Don't grab mouse cursor
--activate-dist arg (=-1) activation distance override
</pre>
Changelog
=========
See CHANGELOG.md